//柏林噪音生成随机数
class PerlinNoise {
	private static p: number[] = [
		151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99,
		37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
		57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
		77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
		54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
		86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82,
		85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
		154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
		178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
		145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
		127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180,
		151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99,
		37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
		57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
		77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
		54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
		86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82,
		85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
		154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
		178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
		145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
		127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
	];
	private static permutation: number[] = [
		151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99,
		37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
		57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
		77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143,
		54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
		86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82,
		85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
		154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232,
		178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
		145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
		127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
	];

	public static fade(t) {
		return t * t * t * (t * (t * 6 - 15) + 10);
	}

	public static lerp(t, a, b) {
		return a + t * (b - a);
	}

	public static grad(hash, x, y, z) {
		// Convert lo 4 bits of hash code into 12 gradient directions.
		var h = hash & 15,
			u = h < 8 ? x : y,
			v = h < 4 ? y : h == 12 || h == 14 ? x : z;
		return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
	}

	public static scale(n) {
		return (1 + n) / 2;
	}

	/** Returns a number between 0 and 1. */
	public static noise3d(x, y, z) {
		// Find unit cube that contains point.
		var X = Math.floor(x) & 255,
			Y = Math.floor(y) & 255,
			Z = Math.floor(z) & 255;
		// Find relative x,y,z of point in cube.
		x -= Math.floor(x);
		y -= Math.floor(y);
		z -= Math.floor(z);
		// Compute fade curves for each of x,y,z.
		var u = this.fade(x),
			v = this.fade(y),
			w = this.fade(z);
		// Hash coordinates of the corners.
		var A = this.p[X] + Y, AA = this.p[A] + Z, AB = this.p[A + 1] + Z,
			B = this.p[X + 1] + Y, BA = this.p[B] + Z, BB = this.p[B + 1] + Z;

		// Add blended results from 8 corners of cube.
		return this.scale(
			this.lerp(
				w,
				this.lerp(
					v,
					this.lerp(
						u,
						this.grad(this.p[AA], x, y, z),
						this.grad(this.p[BA], x - 1, y, z)
					),
					this.lerp(
						u,
						this.grad(this.p[AB], x, y - 1, z),
						this.grad(this.p[BB], x - 1, y - 1, z)
					)
				),
				this.lerp(
					v,
					this.lerp(
						u,
						this.grad(this.p[AA + 1], x, y, z - 1),
						this.grad(this.p[BA + 1], x - 1, y, z - 1)
					),
					this.lerp(
						u,
						this.grad(this.p[AB + 1], x, y - 1, z - 1),
						this.grad(this.p[BB + 1], x - 1, y - 1, z - 1)
					)
				)
			)
		);
	}

	/** Returns a number between 0 and 1. */
	public static noise2d(x, y) {
		// Find unit square that contains point.
		var X = Math.floor(x) & 255,
			Y = Math.floor(y) & 255;
		// Find relative x,y of point in square.
		x -= Math.floor(x);
		y -= Math.floor(y);
		// Compute fade curves for each of x,y.
		var u = this.fade(x),
			v = this.fade(y);
		// Hash coordinates of the corners.
		var A = this.p[X] + Y, AA = this.p[A], AB = this.p[A + 1],
			B = this.p[X + 1] + Y, BA = this.p[B], BB = this.p[B + 1];

		// Add blended results from the corners.
		return this.scale(
			this.lerp(
				v,
				this.lerp(
					u,
					this.grad(this.p[AA], x, y, 0),
					this.grad(this.p[BA], x - 1, y, 0)
				),
				this.lerp(
					u,
					this.grad(this.p[AB], x, y - 1, 0),
					this.grad(this.p[BB], x - 1, y - 1, 0)
				)
			)
		);
	}
}